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Key Repeating? #291
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Again, key repeating:
|
I guess, historical note: The old school NES Advantage had a turbo button that did this. It's just a feature some keyboard and input devices have and I'd rather not futz with end user expectations by filtering their input. |
Wait, did they just smash a virtual key while still properly sequencing events? Or is there a problem where pressed and released events aren't properly paired? |
In my experience with key repeats causing issues in PyGame: They aren't paired. |
Yeah, it's not that I want to disable key repeating or accessibility stuff, I just want to make sure the events are properly paired. |
Closing this as the assumption is that text input will be a whole other set of events. |
So, apparently some uncommon setups will produce multiple
KeyPressed
events before their matchingKeyReleased
event.I feel like we should filter these?
KeyPressed
/KeyReleased
are meant to be fairly direct: they are indicators of the physical keys and aren't suitable for text processing. (Key repeating is a standard thing in text contexts.)If holding a key repeats an action, that should be a thing controlled by the game (since it's a game balance knob). It also can cause bugs in code not expecting it (eg, the key->motion code in our demos).
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